
// RT to screen.
// Pixel shader.
//------------------------------------------


// Typedefs.
//------------------------------------------
struct Pixel
{
    float4 position : SV_POSITION;
	float2 uv       : TEXCOORD0;
};

// Globals.
//------------------------------------------
Texture2D g_frame;

SamplerState g_sampler
{
	MinFilter = None;
	MagFilter = None;
	MipFilter = None;
};

float4 Main(Pixel input) : SV_TARGET
{
	return g_frame.Sample(g_sampler, input.uv);
}